Merge pull request #7569 from highfidelity/revert-7544-faster-kinematics

Revert "faster kinematic motion for entities"
This commit is contained in:
Seth Alves 2016-04-04 16:12:08 -07:00
commit d60fcdbf42
18 changed files with 164 additions and 219 deletions

View file

@ -876,112 +876,123 @@ void EntityItem::simulate(const quint64& now) {
}
void EntityItem::simulateKinematicMotion(float timeElapsed, bool setFlags) {
if (hasActions() || timeElapsed < 0.0f) {
#ifdef WANT_DEBUG
qCDebug(entities) << "EntityItem::simulateKinematicMotion timeElapsed" << timeElapsed;
#endif
const float MIN_TIME_SKIP = 0.0f;
const float MAX_TIME_SKIP = 1.0f; // in seconds
timeElapsed = glm::clamp(timeElapsed, MIN_TIME_SKIP, MAX_TIME_SKIP);
if (hasActions()) {
return;
}
const float MAX_TIME_ELAPSED = 1.0f; // seconds
timeElapsed = glm::min(timeElapsed, MAX_TIME_ELAPSED);
if (hasLocalAngularVelocity()) {
glm::vec3 localAngularVelocity = getLocalAngularVelocity();
Transform transform;
glm::vec3 linearVelocity;
glm::vec3 angularVelocity;
getLocalTransformAndVelocities(transform, linearVelocity, angularVelocity);
bool isMoving = false;
if (glm::length2(angularVelocity) > 0.0f) {
// angular damping
if (_angularDamping > 0.0f) {
angularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
localAngularVelocity *= powf(1.0f - _angularDamping, timeElapsed);
#ifdef WANT_DEBUG
qCDebug(entities) << " angularDamping :" << _angularDamping;
qCDebug(entities) << " newAngularVelocity:" << localAngularVelocity;
#endif
}
const float MIN_KINEMATIC_ANGULAR_SPEED_SQUARED = 0.0017453f * 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
if (glm::length2(angularVelocity) < MIN_KINEMATIC_ANGULAR_SPEED_SQUARED) {
angularVelocity = Vectors::ZERO;
float angularSpeed = glm::length(localAngularVelocity);
const float EPSILON_ANGULAR_VELOCITY_LENGTH = 0.0017453f; // 0.0017453 rad/sec = 0.1f degrees/sec
if (angularSpeed < EPSILON_ANGULAR_VELOCITY_LENGTH) {
if (setFlags && angularSpeed > 0.0f) {
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
localAngularVelocity = ENTITY_ITEM_ZERO_VEC3;
} else {
// for improved agreement with the way Bullet integrates rotations we use an approximation
// and break the integration into bullet-sized substeps
glm::quat rotation = transform.getRotation();
glm::quat rotation = getRotation();
float dt = timeElapsed;
while (dt > 0.0f) {
glm::quat dQ = computeBulletRotationStep(angularVelocity, glm::min(dt, PHYSICS_ENGINE_FIXED_SUBSTEP));
while (dt > PHYSICS_ENGINE_FIXED_SUBSTEP) {
glm::quat dQ = computeBulletRotationStep(localAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP);
rotation = glm::normalize(dQ * rotation);
dt -= PHYSICS_ENGINE_FIXED_SUBSTEP;
}
transform.setRotation(rotation);
isMoving = true;
}
}
glm::vec3 position = transform.getTranslation();
// NOTE: this final partial substep can drift away from a real Bullet simulation however
// it only becomes significant for rapidly rotating objects
// (e.g. around PI/4 radians per substep, or 7.5 rotations/sec at 60 substeps/sec).
glm::quat dQ = computeBulletRotationStep(localAngularVelocity, dt);
rotation = glm::normalize(dQ * rotation);
const float MIN_KINEMATIC_LINEAR_SPEED_SQUARED = 1.0e-6f; // 1mm/sec ^2
bool hasLinearVelocity = (glm::length2(linearVelocity) > MIN_KINEMATIC_LINEAR_SPEED_SQUARED );
if (hasLinearVelocity) {
// linear damping
if (_damping > 0.0f) {
linearVelocity *= powf(1.0f - _damping, timeElapsed);
setRotation(rotation);
}
// integrate position forward sans acceleration
position += linearVelocity * timeElapsed;
setLocalAngularVelocity(localAngularVelocity);
}
const float MIN_KINEMATIC_GRAVITY_MOTION_SQUARED = 1.0e-6f; // 0.001 mm/sec^2
bool hasGravity = (glm::length2(_gravity) > MIN_KINEMATIC_GRAVITY_MOTION_SQUARED);
if (hasGravity) {
// acceleration is in world-frame but we need it in local-frame
glm::vec3 linearAcceleration = _gravity;
if (hasLocalVelocity()) {
// acceleration is in the global frame, so transform it into the local frame.
// TODO: Move this into SpatiallyNestable.
bool success;
Transform parentTransform = getParentTransform(success);
Transform transform = getParentTransform(success);
glm::vec3 localAcceleration(glm::vec3::_null);
if (success) {
linearAcceleration = glm::inverse(parentTransform.getRotation()) * linearAcceleration;
localAcceleration = glm::inverse(transform.getRotation()) * getAcceleration();
} else {
localAcceleration = getAcceleration();
}
// integrate position's acceleration term
position += 0.5f * linearAcceleration * timeElapsed * timeElapsed;
// linear damping
glm::vec3 localVelocity = getLocalVelocity();
if (_damping > 0.0f) {
localVelocity *= powf(1.0f - _damping, timeElapsed);
#ifdef WANT_DEBUG
qCDebug(entities) << " damping:" << _damping;
qCDebug(entities) << " velocity AFTER dampingResistance:" << localVelocity;
qCDebug(entities) << " glm::length(velocity):" << glm::length(localVelocity);
#endif
}
// integrate linearVelocity
linearVelocity += linearAcceleration * timeElapsed;
}
// integrate position forward
glm::vec3 localPosition = getLocalPosition();
glm::vec3 newLocalPosition = localPosition + (localVelocity * timeElapsed) + 0.5f * localAcceleration * timeElapsed * timeElapsed;
if (hasLinearVelocity || hasGravity) {
// We MUST eventually stop kinematic motion for slow entities otherwise they will take
// a looooong time to settle down, so we remeasure linear speed and zero the velocity
// if it is too small.
if (glm::length2(linearVelocity) < MIN_KINEMATIC_LINEAR_SPEED_SQUARED) {
linearVelocity = Vectors::ZERO;
if (!hasLinearVelocity) {
// Despite some gravity the final linear velocity is still too small to defeat the
// "effective resistance of free-space" which means we must reset position back to
// where it started since otherwise the entity may creep vveerrryy sslloowwllyy at
// a constant speed.
position = transform.getTranslation();
#ifdef WANT_DEBUG
qCDebug(entities) << " EntityItem::simulate()....";
qCDebug(entities) << " timeElapsed:" << timeElapsed;
qCDebug(entities) << " old AACube:" << getMaximumAACube();
qCDebug(entities) << " old position:" << localPosition;
qCDebug(entities) << " old velocity:" << localVelocity;
qCDebug(entities) << " old getAABox:" << getAABox();
qCDebug(entities) << " newPosition:" << newPosition;
qCDebug(entities) << " glm::distance(newPosition, position):" << glm::distance(newLocalPosition, localPosition);
#endif
// Ultimately what this means is that there is some minimum gravity we can
// fully support for kinematic motion. It's exact value is a function of this
// entity's linearDamping and the hardcoded MIN_KINEMATIC_FOO parameters above,
// but the theoretical minimum gravity for zero damping at 90Hz is:
//
// minGravity = minSpeed / dt = 0.001 m/sec * 90 /sec = 0.09 m/sec^2
//
// In practice the true minimum is half that value, since if the frame rate is ever
// less than the expected then sometimes dt will be twice as long.
//
// Since we don't set isMoving true here this entity is destined to transition to
// STATIC unless it has some angular motion keeping it alive.
} else {
isMoving = true;
localPosition = newLocalPosition;
// apply effective acceleration, which will be the same as gravity if the Entity isn't at rest.
localVelocity += localAcceleration * timeElapsed;
float speed = glm::length(localVelocity);
const float EPSILON_LINEAR_VELOCITY_LENGTH = 0.001f; // 1mm/sec
if (speed < EPSILON_LINEAR_VELOCITY_LENGTH) {
setVelocity(ENTITY_ITEM_ZERO_VEC3);
if (setFlags && speed > 0.0f) {
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
} else {
isMoving = true;
setLocalPosition(localPosition);
setLocalVelocity(localVelocity);
}
}
transform.setTranslation(position);
setLocalTransformAndVelocities(transform, linearVelocity, angularVelocity);
if (setFlags && !isMoving) {
// flag this entity to transition from KINEMATIC to STATIC
_dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
#ifdef WANT_DEBUG
qCDebug(entities) << " new position:" << position;
qCDebug(entities) << " new velocity:" << velocity;
qCDebug(entities) << " new AACube:" << getMaximumAACube();
qCDebug(entities) << " old getAABox:" << getAABox();
#endif
}
}

View file

@ -94,7 +94,7 @@ void EntityMotionState::updateServerPhysicsVariables() {
}
// virtual
void EntityMotionState::handleEasyChanges(uint32_t& flags) {
bool EntityMotionState::handleEasyChanges(uint32_t& flags) {
assert(entityTreeIsLocked());
updateServerPhysicsVariables();
ObjectMotionState::handleEasyChanges(flags);
@ -137,6 +137,8 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
if ((flags & Simulation::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) {
_body->activate();
}
return true;
}
@ -173,13 +175,11 @@ bool EntityMotionState::isMoving() const {
// (2) at the beginning of each simulation step for KINEMATIC RigidBody's --
// it is an opportunity for outside code to update the object's simulation position
void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
BT_PROFILE("getWorldTransform");
if (!_entity) {
return;
}
assert(entityTreeIsLocked());
if (_motionType == MOTION_TYPE_KINEMATIC) {
BT_PROFILE("kinematicIntegration");
// This is physical kinematic motion which steps strictly by the subframe count
// of the physics simulation.
uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
@ -420,18 +420,19 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const Q
const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) {
// acceleration measured during the most recent simulation step was close to gravity.
if (_accelerationNearlyGravityCount < STEPS_TO_DECIDE_BALLISTIC) {
// only increment this if we haven't reached the threshold yet, to avoid overflowing the counter
++_accelerationNearlyGravityCount;
if (getAccelerationNearlyGravityCount() < STEPS_TO_DECIDE_BALLISTIC) {
// only increment this if we haven't reached the threshold yet. this is to avoid
// overflowing the counter.
incrementAccelerationNearlyGravityCount();
}
} else {
// acceleration wasn't similar to this entity's gravity, reset the counter
_accelerationNearlyGravityCount = 0;
// acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter
resetAccelerationNearlyGravityCount();
}
// if this entity has been accelerated at close to gravity for a certain number of simulation-steps, let
// the entity server's estimates include gravity.
if (_accelerationNearlyGravityCount >= STEPS_TO_DECIDE_BALLISTIC) {
if (getAccelerationNearlyGravityCount() >= STEPS_TO_DECIDE_BALLISTIC) {
_entity->setAcceleration(_entity->getGravity());
} else {
_entity->setAcceleration(glm::vec3(0.0f));

View file

@ -29,7 +29,7 @@ public:
virtual ~EntityMotionState();
void updateServerPhysicsVariables();
virtual void handleEasyChanges(uint32_t& flags) override;
virtual bool handleEasyChanges(uint32_t& flags) override;
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
/// \return PhysicsMotionType based on params set in EntityItem
@ -51,6 +51,10 @@ public:
virtual uint32_t getIncomingDirtyFlags() override;
virtual void clearIncomingDirtyFlags() override;
void incrementAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount++; }
void resetAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount = 0; }
uint8_t getAccelerationNearlyGravityCount() { return _accelerationNearlyGravityCount; }
virtual float getObjectRestitution() const override { return _entity->getRestitution(); }
virtual float getObjectFriction() const override { return _entity->getFriction(); }
virtual float getObjectLinearDamping() const override { return _entity->getDamping(); }

View file

@ -38,11 +38,8 @@ const glm::vec3& ObjectMotionState::getWorldOffset() {
return _worldOffset;
}
// We init worldSimulationStep to 1 instead of 0 because we initialize _lastKineticStep to (worldSimulationStep - 1)
// so that the object starts moving on the first frame that it was set kinematic.
static uint32_t worldSimulationStep { 1 };
// static
uint32_t worldSimulationStep = 0;
void ObjectMotionState::setWorldSimulationStep(uint32_t step) {
assert(step > worldSimulationStep);
worldSimulationStep = step;
@ -167,7 +164,7 @@ void ObjectMotionState::setRigidBody(btRigidBody* body) {
}
}
void ObjectMotionState::handleEasyChanges(uint32_t& flags) {
bool ObjectMotionState::handleEasyChanges(uint32_t& flags) {
if (flags & Simulation::DIRTY_POSITION) {
btTransform worldTrans = _body->getWorldTransform();
btVector3 newPosition = glmToBullet(getObjectPosition());
@ -186,10 +183,6 @@ void ObjectMotionState::handleEasyChanges(uint32_t& flags) {
worldTrans.setRotation(newRotation);
}
_body->setWorldTransform(worldTrans);
if (!(flags & HARD_DIRTY_PHYSICS_FLAGS) && _body->isStaticObject()) {
// force activate static body so its Aabb is updated later
_body->activate(true);
}
} else if (flags & Simulation::DIRTY_ROTATION) {
btTransform worldTrans = _body->getWorldTransform();
btQuaternion newRotation = glmToBullet(getObjectRotation());
@ -199,10 +192,6 @@ void ObjectMotionState::handleEasyChanges(uint32_t& flags) {
}
worldTrans.setRotation(newRotation);
_body->setWorldTransform(worldTrans);
if (!(flags & HARD_DIRTY_PHYSICS_FLAGS) && _body->isStaticObject()) {
// force activate static body so its Aabb is updated later
_body->activate(true);
}
}
if (flags & Simulation::DIRTY_LINEAR_VELOCITY) {
@ -243,6 +232,8 @@ void ObjectMotionState::handleEasyChanges(uint32_t& flags) {
if (flags & Simulation::DIRTY_MASS) {
updateBodyMassProperties();
}
return true;
}
bool ObjectMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
@ -301,10 +292,6 @@ void ObjectMotionState::updateBodyVelocities() {
_body->setActivationState(ACTIVE_TAG);
}
void ObjectMotionState::updateLastKinematicStep() {
_lastKinematicStep = ObjectMotionState::getWorldSimulationStep() - 1;
}
void ObjectMotionState::updateBodyMassProperties() {
float mass = getMass();
btVector3 inertia(0.0f, 0.0f, 0.0f);

View file

@ -50,12 +50,11 @@ const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_MOTION_TY
Simulation::DIRTY_COLLISION_GROUP);
const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES |
Simulation::DIRTY_MASS | Simulation::DIRTY_MATERIAL |
Simulation::DIRTY_SIMULATOR_ID | Simulation::DIRTY_SIMULATION_OWNERSHIP_PRIORITY |
Simulation::DIRTY_PHYSICS_ACTIVATION);
Simulation::DIRTY_SIMULATOR_ID | Simulation::DIRTY_SIMULATION_OWNERSHIP_PRIORITY);
// These are the set of incoming flags that the PhysicsEngine needs to hear about:
const uint32_t DIRTY_PHYSICS_FLAGS = (uint32_t)(HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS);
const uint32_t DIRTY_PHYSICS_FLAGS = (uint32_t)(HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS |
Simulation::DIRTY_PHYSICS_ACTIVATION);
// These are the outgoing flags that the PhysicsEngine can affect:
const uint32_t OUTGOING_DIRTY_PHYSICS_FLAGS = Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES;
@ -81,12 +80,11 @@ public:
ObjectMotionState(btCollisionShape* shape);
~ObjectMotionState();
virtual void handleEasyChanges(uint32_t& flags);
virtual bool handleEasyChanges(uint32_t& flags);
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine);
void updateBodyMaterialProperties();
void updateBodyVelocities();
void updateLastKinematicStep();
virtual void updateBodyMassProperties();
MotionStateType getType() const { return _type; }

View file

@ -50,13 +50,6 @@ void PhysicsEngine::init() {
// default gravity of the world is zero, so each object must specify its own gravity
// TODO: set up gravity zones
_dynamicsWorld->setGravity(btVector3(0.0f, 0.0f, 0.0f));
// By default Bullet will update the Aabb's of all objects every frame, even statics.
// This can waste CPU cycles so we configure Bullet to only update ACTIVE objects here.
// However, this means when a static object is moved we must manually update its Aabb
// in order for its broadphase collision queries to work correctly. Look at how we use
// _activeStaticBodies to track and update the Aabb's of moved static objects.
_dynamicsWorld->setForceUpdateAllAabbs(false);
}
}
@ -87,7 +80,6 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
body->updateInertiaTensor();
motionState->updateBodyVelocities();
motionState->updateLastKinematicStep();
const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
body->setSleepingThresholds(KINEMATIC_LINEAR_VELOCITY_THRESHOLD, KINEMATIC_ANGULAR_VELOCITY_THRESHOLD);
@ -197,18 +189,12 @@ VectorOfMotionStates PhysicsEngine::changeObjects(const VectorOfMotionStates& ob
stillNeedChange.push_back(object);
}
} else if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
object->handleEasyChanges(flags);
object->clearIncomingDirtyFlags();
if (object->handleEasyChanges(flags)) {
object->clearIncomingDirtyFlags();
} else {
stillNeedChange.push_back(object);
}
}
if (object->getMotionType() == MOTION_TYPE_STATIC && object->isActive()) {
_activeStaticBodies.push_back(object->getRigidBody());
}
}
// active static bodies have changed (in an Easy way) and need their Aabbs updated
// but we've configured Bullet to NOT update them automatically (for improved performance)
// so we must do it ourselves
for (size_t i = 0; i < _activeStaticBodies.size(); ++i) {
_dynamicsWorld->updateSingleAabb(_activeStaticBodies[i]);
}
return stillNeedChange;
}
@ -254,7 +240,6 @@ void PhysicsEngine::stepSimulation() {
float timeStep = btMin(dt, MAX_TIMESTEP);
if (_myAvatarController) {
BT_PROFILE("avatarController");
// TODO: move this stuff outside and in front of stepSimulation, because
// the updateShapeIfNecessary() call needs info from MyAvatar and should
// be done on the main thread during the pre-simulation stuff
@ -403,12 +388,6 @@ const CollisionEvents& PhysicsEngine::getCollisionEvents() {
const VectorOfMotionStates& PhysicsEngine::getOutgoingChanges() {
BT_PROFILE("copyOutgoingChanges");
// Bullet will not deactivate static objects (it doesn't expect them to be active)
// so we must deactivate them ourselves
for (size_t i = 0; i < _activeStaticBodies.size(); ++i) {
_activeStaticBodies[i]->forceActivationState(ISLAND_SLEEPING);
}
_activeStaticBodies.clear();
_dynamicsWorld->synchronizeMotionStates();
_hasOutgoingChanges = false;
return _dynamicsWorld->getChangedMotionStates();

View file

@ -13,9 +13,9 @@
#define hifi_PhysicsEngine_h
#include <stdint.h>
#include <vector>
#include <QUuid>
#include <QVector>
#include <btBulletDynamicsCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
@ -41,7 +41,7 @@ public:
};
typedef std::map<ContactKey, ContactInfo> ContactMap;
typedef std::vector<Collision> CollisionEvents;
typedef QVector<Collision> CollisionEvents;
class PhysicsEngine {
public:
@ -110,7 +110,6 @@ private:
ContactMap _contactMap;
CollisionEvents _collisionEvents;
QHash<QUuid, EntityActionPointer> _objectActions;
std::vector<btRigidBody*> _activeStaticBodies;
glm::vec3 _originOffset;
QUuid _sessionID;
@ -122,6 +121,7 @@ private:
bool _dumpNextStats = false;
bool _hasOutgoingChanges = false;
};
typedef std::shared_ptr<PhysicsEngine> PhysicsEnginePointer;

View file

@ -67,10 +67,7 @@ int ThreadSafeDynamicsWorld::stepSimulationWithSubstepCallback(btScalar timeStep
saveKinematicState(fixedTimeStep*clampedSimulationSteps);
{
BT_PROFILE("applyGravity");
applyGravity();
}
applyGravity();
for (int i=0;i<clampedSimulationSteps;i++) {
internalSingleStepSimulation(fixedTimeStep);
@ -146,24 +143,3 @@ void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
}
}
void ThreadSafeDynamicsWorld::saveKinematicState(btScalar timeStep) {
///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows
///to switch status _after_ adding kinematic objects to the world
///fix it for Bullet 3.x release
BT_PROFILE("saveKinematicState");
for (int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body && body->getActivationState() != ISLAND_SLEEPING)
{
if (body->isKinematicObject())
{
//to calculate velocities next frame
body->saveKinematicState(timeStep);
}
}
}
}

View file

@ -41,7 +41,6 @@ public:
btScalar fixedTimeStep = btScalar(1.)/btScalar(60.),
SubStepCallback onSubStep = []() { });
virtual void synchronizeMotionStates() override;
virtual void saveKinematicState(btScalar timeStep) override;
// btDiscreteDynamicsWorld::m_localTime is the portion of real-time that has not yet been simulated
// but is used for MotionState::setWorldTransform() extrapolation (a feature that Bullet uses to provide

View file

@ -463,6 +463,14 @@ glm::vec2 getFacingDir2D(const glm::mat4& m) {
}
}
bool isNaN(glm::vec3 value) {
return isNaN(value.x) || isNaN(value.y) || isNaN(value.z);
}
bool isNaN(glm::quat value) {
return isNaN(value.w) || isNaN(value.x) || isNaN(value.y) || isNaN(value.z);
}
glm::mat4 orthoInverse(const glm::mat4& m) {
glm::mat4 r = m;
r[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);

View file

@ -229,8 +229,8 @@ void generateBasisVectors(const glm::vec3& primaryAxis, const glm::vec3& seconda
glm::vec2 getFacingDir2D(const glm::quat& rot);
glm::vec2 getFacingDir2D(const glm::mat4& m);
inline bool isNaN(const glm::vec3& value) { return isNaN(value.x) || isNaN(value.y) || isNaN(value.z); }
inline bool isNaN(const glm::quat& value) { return isNaN(value.w) || isNaN(value.x) || isNaN(value.y) || isNaN(value.z); }
bool isNaN(glm::vec3 value);
bool isNaN(glm::quat value);
glm::mat4 orthoInverse(const glm::mat4& m);

View file

@ -51,10 +51,10 @@ const int16_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 14;
const int16_t BULLET_COLLISION_MASK_DEFAULT = ~ BULLET_COLLISION_GROUP_COLLISIONLESS;
// STATIC does not collide with itself (as optimization of physics simulation)
const int16_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_STATIC);
const int16_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_STATIC);
const int16_t BULLET_COLLISION_MASK_DYNAMIC = BULLET_COLLISION_MASK_DEFAULT;
const int16_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
const int16_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_DEFAULT;
// MY_AVATAR does not collide with itself
const int16_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);

View file

@ -247,6 +247,12 @@ int getNthBit(unsigned char byte, int ordinal) {
return ERROR_RESULT;
}
bool isBetween(int64_t value, int64_t max, int64_t min) {
return ((value <= max) && (value >= min));
}
void setSemiNibbleAt(unsigned char& byte, int bitIndex, int value) {
//assert(value <= 3 && value >= 0);
byte |= ((value & 3) << (6 - bitIndex)); // semi-nibbles store 00, 01, 10, or 11
@ -254,7 +260,12 @@ void setSemiNibbleAt(unsigned char& byte, int bitIndex, int value) {
bool isInEnvironment(const char* environment) {
char* environmentString = getenv("HIFI_ENVIRONMENT");
return (environmentString && strcmp(environmentString, environment) == 0);
if (environmentString && strcmp(environmentString, environment) == 0) {
return true;
} else {
return false;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
@ -621,6 +632,10 @@ void debug::checkDeadBeef(void* memoryVoid, int size) {
assert(memcmp((unsigned char*)memoryVoid, DEADBEEF, std::min(size, DEADBEEF_SIZE)) != 0);
}
bool isNaN(float value) {
return value != value;
}
QString formatUsecTime(float usecs, int prec) {
static const quint64 SECONDS_PER_MINUTE = 60;
static const quint64 USECS_PER_MINUTE = USECS_PER_SECOND * SECONDS_PER_MINUTE;

View file

@ -180,11 +180,11 @@ private:
static int DEADBEEF_SIZE;
};
/// \return true when value is between max and min
inline bool isBetween(int64_t value, int64_t max, int64_t min) { return ((value <= max) && (value >= min)); }
bool isBetween(int64_t value, int64_t max, int64_t min);
/// \return bool is the float NaN
inline bool isNaN(float value) { return value != value; }
bool isNaN(float value);
QString formatUsecTime(float usecs, int prec = 3);
QString formatSecondsElapsed(float seconds);

View file

@ -90,9 +90,11 @@ SpatiallyNestablePointer SpatiallyNestable::getParentPointer(bool& success) cons
return parent;
}
SpatiallyNestablePointer thisPointer = getThisPointer();
if (parent) {
// we have a parent pointer but our _parentID doesn't indicate this parent.
parent->forgetChild(getThisPointer());
parent->forgetChild(thisPointer);
_parentKnowsMe = false;
_parent.reset();
}
@ -110,11 +112,16 @@ SpatiallyNestablePointer SpatiallyNestable::getParentPointer(bool& success) cons
parent = _parent.lock();
if (parent) {
parent->beParentOfChild(getThisPointer());
parent->beParentOfChild(thisPointer);
_parentKnowsMe = true;
}
success = (parent || parentID.isNull());
if (parent || parentID.isNull()) {
success = true;
} else {
success = false;
}
return parent;
}
@ -842,40 +849,3 @@ AACube SpatiallyNestable::getQueryAACube() const {
}
return result;
}
void SpatiallyNestable::getLocalTransformAndVelocities(
Transform& transform,
glm::vec3& velocity,
glm::vec3& angularVelocity) const {
// transform
_transformLock.withReadLock([&] {
transform = _transform;
});
// linear velocity
_velocityLock.withReadLock([&] {
velocity = _velocity;
});
// angular velocity
_angularVelocityLock.withReadLock([&] {
angularVelocity = _angularVelocity;
});
}
void SpatiallyNestable::setLocalTransformAndVelocities(
const Transform& localTransform,
const glm::vec3& localVelocity,
const glm::vec3& localAngularVelocity) {
// transform
_transformLock.withWriteLock([&] {
_transform = localTransform;
});
// linear velocity
_velocityLock.withWriteLock([&] {
_velocity = localVelocity;
});
// angular velocity
_angularVelocityLock.withWriteLock([&] {
_angularVelocity = localAngularVelocity;
});
locationChanged();
}

View file

@ -149,13 +149,6 @@ protected:
quint16 _parentJointIndex { 0 }; // which joint of the parent is this relative to?
SpatiallyNestablePointer getParentPointer(bool& success) const;
void getLocalTransformAndVelocities(Transform& localTransform, glm::vec3& localVelocity, glm::vec3& localAngularVelocity) const;
void setLocalTransformAndVelocities(
const Transform& localTransform,
const glm::vec3& localVelocity,
const glm::vec3& localAngularVelocity);
mutable SpatiallyNestableWeakPointer _parent;
virtual void beParentOfChild(SpatiallyNestablePointer newChild) const;

View file

@ -150,3 +150,7 @@ QJsonObject Transform::toJson(const Transform& transform) {
}
return result;
}
bool Transform::containsNaN() const {
return isNaN(_rotation) || isNaN(_scale) || isNaN(_translation);
}

View file

@ -145,7 +145,7 @@ public:
Vec4 transform(const Vec4& pos) const;
Vec3 transform(const Vec3& pos) const;
bool containsNaN() const { return isNaN(_rotation) || isNaN(glm::dot(_scale, _translation)); }
bool containsNaN() const;
protected: